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Magnum Highroller's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #4986 | 1.912 | 3.200 |
Presentation | #5048 | 1.793 | 3.000 |
Overall | #5068 | 1.793 | 3.000 |
Enjoyment | #5080 | 1.673 | 2.800 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You have 7 bullets, each of which are labeled between 1 and 6 (much like a d6). The bullets are then used from left to right and deal damage equal to the number associated with it. Each time you use up all of the bullets, new numbers are rolled and the process repeats until you die or triumph.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
It's a cool concept!
I'm not sure I'd categorize it as a "puzzle shooter"... the random damages of the bullets was never a huge issue, I just kept shooting when I had bullets, and then ran away until I reloaded.
I think it would be cool if, instead of a timer to reload, dice would appear on-screen that you'd have to pick up to reload. The dice would cycle between numbers, and you'd get the number of bullets listed on the dice. So it forces the player to think about enemy positioning more, and the timing of their movements.
I love the design of the main character!
Firstly, thank you for playing my game and offering feedback, it means a lot to me that you did so!
Secondly, what I was going for was a sort of Assault Android Cactus level clear system, where you can win by shooting randomly, but if you get the combo to the highest it can be you "Ace" the level for an extra challenge.
Let me know what you think of that idea if you feel so inclined, and if not, you've done more than I expected in the first place anyway lol.
I did get the combos to the highest I could, I don't believe I missed any shots.
I just don't think the random bullet damages & the timed reload offer much strategy?
Prepare for the secret of the game:
Each bullet is generated from an enemy on the screen, unless there are less than 7 onscreen, in which case it becomes random... therefore, if you plan exactly right, you'll never be shortchanged.
The way it works is that it randomly chooses an enemy that exists, and then rolls from whatever their hp is, to 6. So if there's a big slime, it'll be 4-6, or if there's a small slime, it'll be 2-6.
It was the most important game mechanic I designed for this game, because I knew that if I didn't find a solution, the game would be unplayable as it was originally intended.
That said, you can still get lucky and have multiple rolls that work for multiple enemies.
Also, not to brag, but I did Ace the challenge once to make sure it was possible to do.
looks like nice idea, if you develop it more could be a good game, gg!
It is now available to download, if you'd like to give it a shot.
The icon & description seem really nice! But unfortunately, you're missing the download/play link.
Check to see if the download was listed as private?
If you get it working, reply to me here and I'll make sure to play it!
Firstly, I want to thank you for your enthusiasm for playing my little project, it means a lot.
However, due to some issues behind the scenes, I wasn't able to upload it correctly.
That said, if you'd like to play it after the game jam voting phase is over I should be able to upload the game properly then. Just let me know by replying to this comment and I'll let you know when it's ready to go.
Yup, I'd love to play after voting ends!
I think Mark just sent out an email saying that you can fix your project upload if you accidentally deleted it? So see if you qualify for that!
Thanks a lot for the advice, I will try.
It is now available if you'd like to try it.
I'll check it out when I get the chance!
Let me know what you think!